Soldier
Soldier Remotes
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Special Commands (OLD Remotes): "_special2"
Special Commands (NEW Remotes): "_special2", "buildspecial2", "hellfire",
"detspecial", "togglehover", "toggleview",
"toggleboost"
Allowed Classes: Soldier
Note that there are two types of remotes. What kind you get is
dependent on the server-side cvar "ntf_old_remotes":
If the server has "ntf_old_remotes 0"
When a soldier executes "_special2", they will launch a remote-controlled
Apache helicopter or V-22 Osprey (the "remote").


The Apache and Osprey Aircraft have the exact same capabilities
and weaknesses. The model is assigned based on team:
Blue or Green = Apache (dark colors)
Red or Yellow = Osprey (light colors)
The soldier's view will change to the cockpit of the remote.
You may toggle views between your aircraft and normal view
using the "toggleview" command.
The remote is controlled using the mouse. Your Aircraft will not blow up
if it collides with anything, however it will take damage from ALL weapons,
including YOUR own weapons if you're not careful.
You may detonate your aircraft at any time using the "detspecial"command.
Flight:
Your aircraft has two flight modes: Normal forward flight and Hover.
You can toggle these modes using the "togglehover" command.
Turbo Boost:
Since your aircraft can take damage from it's own weapons, it has been
equipped with a speed booster to allow a quick getaway after you launch
a bomb etc. You can toggle the boost using the "toggleboost" command.
NOTE: The speed boost duration is 5 seconds, and it takes 10 seconds to
recharge before the next boost. If you toggle the boost off prematurely
it will increase the recharge time.
NOTE: You may NOT launch any weapons while the Aircraft is in a turbo boost.
The Weapons :
Your Apache/Osprey can have up to 3 types of firepower, depending on how
much ammunition you have: Homing Hellfire missiles, guided missiles and/or
bombs. Each uses up a certain amount of ammo every time you launch them.
If you don't have enough ammo for a certain weapon then you cannot launch
that weapon.
(NOTE: you must be controlling an aircraft to launch these weapons)
Guided Rockets.
While in the remote, executing "_special2" will fire a rocket. The view
will not change.
The rocket (and the Apache/Osprey remote) are controlled using the mouse.
A rocket consumes 1 unit of ammunition.
Bombs.
While in the remote, executing "buildspecial2" will drop a bomb. The bombs
cause significant damage (and use more ammo than the rockets). The bomb
will explode approximately two seconds after being dropped (this is to
prevent "bomb whoring" against moving objects).
A bomb consumes 2 units of ammunition.
Hellfire Missiles.
Your aircraft comes with an automatic targetting system for the Hellfire
missile, your target must be in range and near your crosshairs.
NOTE: The system IGNORES disguised spies and Scouts with an active Ring
of Shadows powerup.
A GREEN HUD icon means you have a missile lock on a target and you can
fire using the "hellfire" command.
A Hellfire missile consumes 2 units of ammunition.
Rockets and bombs leave trails which are color-coded by team.
Hellfire missiles glow their team colors and have white trails.
The soldiers are allowed (by default) only one remote per life.
Remotes have a default of 9 units of ammunition. These values can be
changed by server administrators via CVARs as they see fit.
If the server has "ntf_old_remotes 1"
When a soldier executes "_special2", they will launch a remote-controlled
rocket. The soldier's view will change to the nose of the rocket. The
rocket is controlled using the mouse. When it hits something, it will
explode, causing significant damage.
The soldiers are allowed only one remote-controlled rocket per life.
You may NOT launch remotes from certain restricted areas.
Surface-to-Air-Missile (SAM) Launcher


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Special Commands: "buildspecial", "samlauncher", "detspecial2"
Allowed Classes: Soldier (build)
Engineer(upgrade)
Details:
Using the "buildspecial" command, soldiers will build an inert launcher
base which glows it's team's colors. An engineer is required to touch
the inert base to upgrade it's launcher turret.
Using the "buildspecial" command with an active launcher will display its
health.
Using the "detspecial2" will detonate your S.A.M. Launcher
Functionality:
The SAM Launcher will shoot down any enemy Aircraft remotes in it's
range and any aircraft launched missiles and bombs. Bombs and Hellfire
missiles will be automatically killed, but the Aircraft and launched remotes
will take a few hits before they are destroyed.
Vulnerabilities:
Short range.
Requires a friendly Engineer to upgrade.
Launcher can only be upgraded if the server is using the New Aircraft remotes.
Upgraded SAM Launchers will only work if if the server is using the New Aircraft
remotes.
(i.e if an admin changes the ntf_old_remotes CVAR ingame all SAM launchers will
not work.)
Notes:
- Inert Launchers can be dismantled by enemy engineers.
- Inert Launchers can be upgraded by engineers on Allied teams.
Soldier Tripmines


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Allowed classes: Soldier (build).
Special Commands: "tripmine"
Note: If you are not flying an Aircraft Remote then the "buildspecial2"
command may also be used to deploy a Tripmine.
Usage:
Like it's Half-life counterpart, this Mine can be placed on most
surfaces ( except on TFC/NeoTF buildables or on restricted areas).
When deployed, the Tripmine emits a laserbeam which acts as a tripwire.
When Enemy players or objects cross the beam, the Mine detonates.
NOTES:
-It costs armor to deploy a Tripmine ( 25 -150 server min/max )
-You may only have a certain amount active at one time ( 1- 5 server min/max)
-Tripmines have little health and are easily destroyed.
-Tripmines cannot be remotely detonated.
-Teammates will not trigger a player's Tripmine if they cross the beam.
UPDATE(ver 1.9.0) :
- Tripmines will now automatically detonate after 2 minutes.
- Teammates' buildables will not trigger a player's Tripmine
if they cross the beam.